I can only imagine what it’s like to be a dev, to see this kind of backlash against your labor of love (“fuck DLC, fuck the netcode, fuck ragequitters, fuck the lack of content, fuck this game”), but then also to be completely overwhelmed. To want the best for your playerbase but have your hands tied by corporate greed looming over your shoulder. Ono must be one hell of a dude to put up with this shit, but then when you consider what Japanese culture is like (or so I’ve heard), it sounds like he really has no choice…if he leaves or gets fired he won’t be able to find anywhere else, it’s just a lifelong commitment and if you fuck up you become a pariah that no one wants to hire. So the executives can rape you all that much harder, because you can’t tell them to fuck off for being retarded, otherwise you could be driven to the brink of suicide when you lose your job. Damn.

After being in the development world for over 12 years, the saying “you get what you pay for” cannot be more true.

I’m guessing the stuff Capcom did outsource they probably just went to the lowest bidders.

That’s also the reason now a days you see so much buggy software, because companies don’t want to pay for talent.

Still too much one-sided lag in this game. This game keeps matching me up with this laggy retard. All the NPCs go super speed and he keeps teleporting everywhere making it almost impossible to do anything yet he can play full combo mode. It is bullshit.

has anyone else had more lag/rollback since the newest patch w Juri came out? I’m getting a lot more rollback

it would be naive to attribute it to “worse code” but rather a higher # of randoms playing from wifi or backwoods connections

VF5FS doesn’t have one sided teleporting rollbacks on terrible PS3 PSN even among the worst of wireless players. In VF (or any other game not called SF5) i’ve never seen health be restored after it’s lost, or actual hits that connect get rolled back including their damage, in SF5 i’ve had that happen vs wired friends many many times. The SF5 netcode is utter garbage.

You clearly never played any game with rollback netcode whatsoever.

I have KI on X1 and PC and have played good rollback games and SF5 issues were not present in KI at all any of the times i’ve played it. I played KI online waaaaaay more than SF5 for obvious reasons. SF5 netcode is utter $hit.

has anyone else had more lag/rollback since the newest patch w Juri came out? I’m getting a lot more rollback

it would be naive to attribute it to “worse code” but rather a higher # of randoms playing from wifi or backwoods connections

VF5FS doesn’t have one sided teleporting rollbacks on terrible PS3 PSN even among the worst of wireless players. In VF (or any other game not called SF5) i’ve never seen health be restored after it’s lost, or actual hits that connect get rolled back including their damage, in SF5 i’ve had that happen vs wired friends many many times. The SF5 netcode is utter garbage.

You clearly never played any game with rollback netcode whatsoever.

I have KI on X1 and PC and have played good rollback games and SF5 issues were not present in KI at all any of the times i’ve played it. I played KI online waaaaaay more than SF5 for obvious reasons. SF5 netcode is utter $hit.

KI is just the better netcode out there period. The things you described can happen currently in Fightcade because it’s simply the way a rollback netcode works: when there’s a desync the game rolls back to a previous state and cancels everything that might’ve happened after that. There’s nothing specific to SF5 in that.

has anyone else had more lag/rollback since the newest patch w Juri came out? I’m getting a lot more rollback

it would be naive to attribute it to “worse code” but rather a higher # of randoms playing from wifi or backwoods connections

VF5FS doesn’t have one sided teleporting rollbacks on terrible PS3 PSN even among the worst of wireless players. In VF (or any other game not called SF5) i’ve never seen health be restored after it’s lost, or actual hits that connect get rolled back including their damage, in SF5 i’ve had that happen vs wired friends many many times. The SF5 netcode is utter garbage.

You clearly never played any game with rollback netcode whatsoever.

I have KI on X1 and PC and have played good rollback games and SF5 issues were not present in KI at all any of the times i’ve played it. I played KI online waaaaaay more than SF5 for obvious reasons. SF5 netcode is utter $hit.

KI is just the better netcode out there period. The things you described can happen currently in Fightcade because it’s simply the way a rollback netcode works: when there’s a desync the game rolls back to a previous state and cancels everything that might’ve happened after that. There’s nothing specific to SF5 in that.

I think you’re going out of your way to defend netcode that has some pretty significant flaws.

I don’t play fightcade, so I won’t even bother comparing the two, but when comparing rollback netcode, SFV is at the bottom of the barrel. It sucks to put it simply. I am sure in a year or so, it will be perfectly functional, but the problems listed by Spliffy are the rule and not the exception. Those same problems when compared to other rollback netcodes are the exceptions and not the rule.

The problem with SFV is the way in which their netcode is handled. You don’t have to take my word for it though. Here’s MikeZ’s tweet criticizing the netcode with a response from Mauve agreeing with him. That’s a tweet from a person who has successfully implemented netcode (GGPO) and a response from a person who is probably the single most authority on FG netcode as far as I am concerned agreeing with him. There is nothing to defend here.

That’s not to say that the other person is wrong. The extra bad lag may be because of people with shitty connections dropping in to try out Juri… but if there is one company who could probably make the netcode worse with each passing patch, that company would be Capcom.

My point was that the things he was describing like they were unusual or a symptom of a bad netcode were literal descriptions of how rollback netcode works. It’s like complaining that a delay netcode has a massive input delay; it’s just how it is. Nobody even questions that SF5 doesn’t have the better rollback netcode out there, but what he said basically amounts to criticizing it because it’s rollback netcode.
One-sided lag on the other hand is truly unacceptable for any netcode whatsoever, and that’s the issue Mike Z and Mauve are talking about - which has nothing to do with rollback.

Yeah, one sided problems are just nonsense, and from my own experimentation, it’s usually the person with the better internet or PC getting the desync problems, since they aren’t the ones falling behind either frame-wise or packet-wise, and thus get fucked with loads of warping.

Bring out your toasters and EarthLink connection guys, it’s time to desync them whores.

Maybe it’s better for me to downgrade my internet again. Recently upgraded (right before SFV launch) to 100/100 because I thought my 100/10 wasn’t always cutting it in SF4 when I was hosting lobbies. Figured it’d be smoother for a p2p game like this, but perhaps I’ve only been doing myself a disservice. Even though I only play 5 bar connections from Europe, there’ll be heavy desync pretty much all my matches. It’s especially annoying since the other person seems unaffected and thinks he’s hot shit, while I try to play footsies with someone who is teleporting all over the place. Can’t really tell them whats up either, because you have to talk like some retarded person with premade phrases:

If only there was some way humans could communicate online using text messages…

SF4 was MUCH better for me connection wise on average, but the odd matches that are good in SFV are better than SF4, sort of. They are far and few in between though, when we can go for extended sets without problems and with how poor region searching is in this game, it’s very tedious to play. It gets annoying to wade through jp and us players for 10 minutes before finding someone to play.

After 2 hours this weekend I remember why I didn’t played SFV online since May. 5 to 10 minutes for a match then get paired with someone from the other side of the world? Seriously? It’s a fuckin’ pain play online and no, I’m not a fan of DBZ full teleport matches against Mexicans or Indians,especially if I’m from Italy. It’s that hard put a goddamn region filter? Fuck that

I can’t play a match where,after hitting my opponent,I find myself on ground because the rollback is that bad. I can’t play waiting 5 minutes between matches. I can’t play smoothly against players from USA or Asia, so why I get paired with them every time?

Personally I had a good run this weekend, I only got a weird match against a UK guy who was probably running the game on an Amstrad CPC and against a French lag switcher, otherwise the filter worked pretty well. But I must also say that my country probably has one of the largest player bases in the entire Europe.

feroce82:

After 2 hours this weekend I remember why I didn’t played SFV online since May. 5 to 10 minutes for a match then get paired with someone from the other side of the world? Seriously? It’s a fuckin’ pain play online and no, I’m not a fan of DBZ full teleport matches against Mexicans or Indians,especially if I’m from Italy. It’s that hard put a goddamn region filter? Fuck that

I find funny that Italians get regularly matched with Mexicans (you’re not the only one reporting that) and Germans to USA. Maybe there is a region filter after all, not the one we need but the one we deserve.